Getting Started with Sculptris ProThis 3 part Workshop hosted by Paul Gaboury will get you up and running on everything Sculptris Pro, from UI and usage, customization, and combining it with other ZBrush features.Getting Started with...Using TessimateLearn to manipulate topology to your needs with the Tessimate feature. Your host Paul will show multiple examples of how to use this powerful feature with the addition of explaining the difference between Tessimate and Decimate.Using TessimateThe Basics of PolyGroupItIn this 2 part Workshop, Paul Gaboury will give you a full run down of how to use PolyGroupIt, then in part 2 we'll show you how PolyPaint and PolyGroupIt can be utilized together.The Basics of...Using Elastic & Liquid Curve ModeThis Lesson will show multiple Curve Mode examples including IMM Curves, the elastic option, the liquid option, Lock Start, Lock End, Rotate Curve, and Smooth Curve. Now let's go make some Curves!Using Elastic &...Discovering Groups by NormalsCreating PolyGroups can be very useful when modeling and or sculpting in ZBrush. In this Lesson, we'll demonstrate how to create new PolyGroups on a hard surface model using it's normals and edge degrees.Discovering Groups by...DeformersA Workshop focused on the powerful wide spectrum of ZBrush's Deformers. Buckle in as your host Solomon Blair takes you through each Deformer and their abilities.Deformers

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Hi, Guys, This my new work a fan Art of the Joker inspired by the art of my friend Ivan Miskalo
This was a really fun model to do and very challenge try capture this very stylized and expressive 2d and translate to 3D.
All ways a big learning at this every new model, and need to say thanks for my another friend Dmitry Ten for helping me on the light the scene!
For more images and others works please go to: ARTHUR DUQUE
CHEERS

Here's my humble contribution to Fortnite.
It was quite the experience working with the Keos Masons team. Cédric Séaut was my lead and I was responsible for the creation of the Sushi Master's outfit and props. Joe Atilano was also part of our team and worked on another character.

Kat - ocean dream.
A bit of summer mood in these winter days.
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The remaining 7 poses and additional images you can see on artstation. All in high resolution.
https://www.artstation.com/artwork/Jl96rz
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On YouTube you can see the whole process of sculpting.
fH005EFg-4Y
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This is a lowpoly character for use in a realtime render. The polycount of the entire model is 26,000 polygons. 4096x4096 PBR body textures and 4096x4096 PBR hair textures.
Renders made in redshift.
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You can purchase a model of this character here.
https://artstn.co/m/bb1r
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*The images show a fictional character, her age is 21 or older.

IG: instagram.com/erick_c_art
Artstation: artstation.com/erickcazares
3dTotal: 3dtotal.com/Erick_C
Project I started for Artstation's Beneath the Waves challenge. Had a lot of fun sculpting all the different parts and detail to this!
Concept by Taran Fiddler: artstation.com/tfiddlerart

I made this image using, Zbrush, Maya, Render Arnold and Photoshop to compose and adjust colors.
Work done by my channel on youtube: https://www.youtube.com/clovisvallejrCGIWORKSHOP
Inspired by the art of Adriano Batista: https://www.instagram.com/adrianbatista.art/?hl=pt-br

Hi,
This is the MCU version of Thor I had been working upon for some time now. It went through several iterations and I'm calling it done.
I was inspired by the concept by Charlie Wen.
Below is the link to it: http://conceptdesignacad.blogspot.com/2011/06/film-character-design-with-charlie-wen_13.html
I would like to thank my colleagues for their support to make this complete.
Also, i would like to mention , @Aditya chauhan for his lighting magic to make the character cool.

A quick exercise I did last month. Just wanted to create a quick game-ready head for practice.
I sculpted the head in Zbrush and used TexturingXYZ maps through Mari for skin details. Lowpoly done in Maya. Total poly count comes to roughly 11k tris. Rendered in Marmoset Toolbag 3.
Wireframe

Hey, guys... so I decided to create a thread dedicated to this character so I can get more focused feedback and get this guy ready for action. Today's focus was working on his armour and making it more decorative than functional (besides, being nearly invulnerable, who needs functional armour?), learning about how to construct the armour in a way that it feels believable and he will be able to move in it quickly. In the shots below, and after watching World of Warcraft for reference, I started off modelling each piece of leather armour and have it in key places where I think it would fit him. In reality, he would be easily killed in a dressing like this, but he has tough skin, so he has nothing to worry about.
There is still more work to be done on his armour including setting it up so that it can be simulated in Marvelous Designer. The fauld will be an interesting design approach. I will say, I LOVE modelling in perspective... It helps SO much.
For his skin, I decided to go for a bluish, grey feel to give the leather armour some contrast, especially in scenes where he will be surrounded by a fiery hell (He is from Styx) and dramatic lighting. I was inspired by
Doomsday and Darkseid to go for this colour scheme, especially with the use of cavities to influence the roughness maps for his skin. These polypaint colours are just for reference and will change in Substance Painter when I am ready to texture him. The end result will be in Modo where he will also be animated via mocap.
TO DO:
-- Refine his anatomy more (I want to lessen the muscular details and get softer forms). The knees and thighs will need more work.
-- Create some metallic ornamentation that will be added to the armour and detailed using displacement maps. I could also just model the ornaments outright and using Displacement maps for details.
-- Do an overall detail pass on his skin using HD Geometry.
-- Concept his weapon and shield.
-- Figure out a workflow for creating the Displacement Maps for corrective blendshapes for rigging.
C&C is also welcome. Cheers.

Hi guys
here is a new personal work. It started the idea from a messy sketch on Ipad.
I like the idea when dragons looks like pets and behave the same way
Then I stumbled on really cool twitter account haruki_creation, they post Asian-made sculptures.
I love the way they treat details and how they paint them.
I wanted to make something similar.
I tried my painting with polypaint on a very flat light matcap in zbrush.
As usual I made very quick topology and UVs to continue to texture it in substance painter and render in redshift. Here is the result. Hope you like it!
some of references:

What type of 3D printer did you get? The first few prints look like FDM but the last bunch of the phone case and the Sanders girl both look grainy like laser sintering. If so do you have an sls printer at home? These prints look great and am interested in...

Hello guys,
Finally completed Game Character Art (real-time) which i started for the Artstation Challenge Beneath the Waves.
"Sons of Coral" Fungh Creature - Awesome Concept Art by Maciej Janaszek.
I am happy with the result it was difficult but fun Learned a lot during the entire process!

Hi,
this is my first post AND my first own design/sculpt in ZBrush.
The Situation:
This is a creature, based on a female human and a leaf insect.
The story is, that she has been transformed into part leaf insect part human and used to play harp IRL, so thats what shes doing.
The harp is about to follow into the design.
My request:
I am looking for some feedback on this design and the execution in the sculpt.
The creature is currently at 800k polys and I am thinking about starting to detailing,
but I am not sure, if it is ready for the detaling phase.
What am I missing out (Anatomically and design-wise)? What is wrong? Where did I mess up big time?
I'd be very happy for some detailed, construtive criticism.
Thanks for reading.